Skeleton for 2D characters and animated objects.
To setup different types of inverse kinematics for the given Skeleton2D, a SkeletonModificationStack2D should be created. They can be applied by creating the desired number of modifications, which can be done by increasing SkeletonModificationStack2D.modification_count.
get_bone_count ( ) const
get_modification_stack ( ) const
get_skeleton ( ) const
bone_setup_changed ( )
Emitted when the Bone2D setup attached to this skeletons changes. This is primarily used internally within the skeleton.
Executes all the modifications on the SkeletonModificationStack2D, if the Skeleton3D has one assigned.
Returns a Bone2D from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter
idx. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
int get_bone_count ( ) const
Returns the number of Bone2D nodes in the node hierarchy parented by Skeleton2D.
Returns the local pose override transform for
SkeletonModificationStack2D get_modification_stack ( ) const
Returns the SkeletonModificationStack2D attached to this skeleton, if one exists.
RID get_skeleton ( ) const
Returns the RID of a Skeleton2D instance.
Sets the local pose transform,
pose, for the bone at
amount is the interpolation strength that will be used when applying the pose, and
persistent determines if the applied pose will remain.
Note: The pose transform needs to be a local transform relative to the Bone2D node at
void set_modification_stack ( SkeletonModificationStack2D modification_stack )
Sets the SkeletonModificationStack2D attached to this skeleton.